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Tornado IDS Marineflieger - AS.34 Kormoran Missile capabilities


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55 minutes ago, Hardmoor said:

If the TOW2B can have 2 EFP charges, then I don't see why this one can't have 16

2 are easy, but 16 when everyone is going in different direction also kormoran 2 has 24 so that's a little big more complicated - but i didn't say it's impossible - my idea would be just the easiest way.

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55 minutes ago, Adamok2 said:

2 are easy, but 16 when everyone is going in different direction also kormoran 2 has 24 so that's a little big more complicated - but i didn't say it's impossible - my idea would be just the easiest way.

 

getting close to cluster bombs being a new mechanic that would help implement the weapon properly.

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2 hours ago, Adamok2 said:

2 are easy, but 16 when everyone is going in different direction also kormoran 2 has 24 so that's a little big more complicated - but i didn't say it's impossible - my idea would be just the easiest way.

Also the two on TOW arent activated after the missile itself penetrated the armor. Ingame this is probably more likely to get implemented as a special spall pattern or something like that

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I don´t know if this should be any possible, but in game I managed to get an "air" kill with the AS.34. It took me a while to finally get a landing target in my sight and launch a Komoran, however I just got a successful try.

The missile didn´t hit the target directly, rather the explosive mass did the job, but a kill is a kill, right ? :lol2:

MatAWG tried it as well, its fun to try but .... yea :lol2:

Edited by WreckingAres283
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2.23.0.63 changes (might not be live yet) :

  • Komoran changes
    • "fuseDelayDist": 7.5, --> 5.0,
    • "explodeTreshold": 5.0, --> 0.5,
    • "breakLockMaxTime": 100.0, --> 101.0,
    • "inertialNavigationDriftSpeed": 0.01 --> 0.0
    • Transmitter: "sideLobesSensitivity": -40.0 --> -60.0
    • Receiver:
      • "range": 50000.0, --> 15000.0,
      • "rangeMax": 80000.0, --> 18000.0,
      • "sideLobesSensitivity": -40.0 --> -60.0
    • Radar distance: "maxValue": 75000.0, --> 15000.0,
    • Autopilot changes:
      • "loftElevation": 3.5, --> 7.0,
      • "loftTargetElevation": -5.0, --> -10.0,
      • "loftAngleToAccelMult": 7.0, --> 3.0,
      • "loftTargetOmegaMax": 5.0, --> 2.0,
      • "propNavMult": 8.0, --> 6.0,
    • New lines:
      • "aircraftAsTarget": false,
      • "targetRadiusMin": 15.0,
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  • 4 months later...
1 hour ago, Mayzzt said:

Has someone any more info regarding the kormoran's ability to be used against ground targets?

 

I don't think the Kormoran 1 had the ability to engage ground target, but the Kormoran 2 (which could be mounted on both German Tornadoes currently in game) did introduce new firing modes which would have given it a secondary ground attack capability. Gaijin just hasn't introduced them.

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9 minutes ago, Godvana said:

 

I don't think the Kormoran 1 had the ability to engage ground target, but the Kormoran 2 (which could be mounted on both German Tornadoes currently in game) did introduce new firing modes which would have given it a secondary ground attack capability. Gaijin just hasn't introduced them.

Ah, that's too bad; would have given the missile a purpose outside of flying over the ships it is fired at.

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1 minute ago, Mayzzt said:

Ah, that's too bad; would have given the missile a purpose outside of flying over the ships it is fired at.

 

It's possible to lock aircraft and fire Kormorans at them, I have gotten some helicopter kills this way. I think you have to use the radars ACM mode to lock them though.

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